refactor(rendering): extract default pipeline resolution from camera renderer
This commit is contained in:
@@ -582,6 +582,8 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Execution/Internal/CameraFrameGraph/State.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Execution/Internal/CameraFrameGraph/SurfaceUtils.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Execution/Internal/CameraFrameGraph/SurfaceUtils.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Internal/RenderPipelineFactory.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Internal/RenderPipelineFactory.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Caches/DirectionalShadowSurfaceCache.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderPassGraphContract.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderPipelineStageGraphContract.cpp
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@@ -3,8 +3,7 @@
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#include "Components/CameraComponent.h"
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#include "Rendering/Execution/DirectionalShadowExecutionState.h"
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#include "Rendering/Execution/Internal/CameraFrameGraph/Executor.h"
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#include "Rendering/Pipelines/ManagedScriptableRenderPipelineAsset.h"
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#include "Rendering/Pipelines/ScriptableRenderPipelineHost.h"
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#include "Rendering/Internal/RenderPipelineFactory.h"
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#include "Rendering/RenderPipelineAsset.h"
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#include "Rendering/RenderSurface.h"
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#include "Rendering/Shadow/DirectionalShadowRuntime.h"
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@@ -13,40 +12,8 @@
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namespace XCEngine {
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namespace Rendering {
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namespace {
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std::shared_ptr<const RenderPipelineAsset> CreateDefaultPipelineAsset() {
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return Pipelines::CreateManagedOrDefaultScriptableRenderPipelineAsset();
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}
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std::unique_ptr<RenderPipeline> CreatePipelineFromAsset(
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const std::shared_ptr<const RenderPipelineAsset>& pipelineAsset) {
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const std::shared_ptr<const RenderPipelineAsset> resolvedAsset =
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pipelineAsset != nullptr ? pipelineAsset : CreateDefaultPipelineAsset();
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if (resolvedAsset != nullptr) {
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std::unique_ptr<RenderPipeline> pipeline = resolvedAsset->CreatePipeline();
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if (pipeline != nullptr) {
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return pipeline;
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}
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}
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const std::shared_ptr<const RenderPipelineAsset> fallbackAsset =
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CreateDefaultPipelineAsset();
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if (fallbackAsset != nullptr &&
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fallbackAsset != resolvedAsset) {
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std::unique_ptr<RenderPipeline> pipeline = fallbackAsset->CreatePipeline();
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if (pipeline != nullptr) {
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return pipeline;
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}
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}
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return std::make_unique<Pipelines::ScriptableRenderPipelineHost>();
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}
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} // namespace
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CameraRenderer::CameraRenderer()
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: CameraRenderer(CreateDefaultPipelineAsset()) {
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: CameraRenderer(Internal::CreateDefaultRenderPipelineAsset()) {
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}
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CameraRenderer::CameraRenderer(std::unique_ptr<RenderPipeline> pipeline)
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@@ -56,9 +23,8 @@ CameraRenderer::CameraRenderer(std::unique_ptr<RenderPipeline> pipeline)
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}
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CameraRenderer::CameraRenderer(std::shared_ptr<const RenderPipelineAsset> pipelineAsset)
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: m_pipelineAsset(std::move(pipelineAsset))
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, m_directionalShadowRuntime(std::make_unique<DirectionalShadowRuntime>()) {
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SetPipelineAsset(m_pipelineAsset);
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: m_directionalShadowRuntime(std::make_unique<DirectionalShadowRuntime>()) {
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SetPipelineAsset(std::move(pipelineAsset));
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}
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CameraRenderer::~CameraRenderer() {
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@@ -73,8 +39,10 @@ void CameraRenderer::SetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
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}
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void CameraRenderer::SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset> pipelineAsset) {
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m_pipelineAsset = pipelineAsset != nullptr ? std::move(pipelineAsset) : CreateDefaultPipelineAsset();
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ResetPipeline(CreatePipelineFromAsset(m_pipelineAsset));
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ResetPipeline(
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Internal::CreateRenderPipelineOrDefault(
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pipelineAsset,
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&m_pipelineAsset));
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}
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void CameraRenderer::ResetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
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@@ -84,8 +52,10 @@ void CameraRenderer::ResetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
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m_pipeline = std::move(pipeline);
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if (m_pipeline == nullptr) {
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m_pipelineAsset = CreateDefaultPipelineAsset();
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m_pipeline = CreatePipelineFromAsset(m_pipelineAsset);
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m_pipeline =
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Internal::CreateRenderPipelineOrDefault(
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nullptr,
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&m_pipelineAsset);
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}
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}
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60
engine/src/Rendering/Internal/RenderPipelineFactory.cpp
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60
engine/src/Rendering/Internal/RenderPipelineFactory.cpp
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@@ -0,0 +1,60 @@
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#include "Rendering/Internal/RenderPipelineFactory.h"
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#include "Rendering/Pipelines/ManagedScriptableRenderPipelineAsset.h"
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#include "Rendering/Pipelines/ScriptableRenderPipelineHost.h"
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namespace XCEngine {
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namespace Rendering {
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namespace Internal {
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std::shared_ptr<const RenderPipelineAsset> CreateDefaultRenderPipelineAsset() {
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return Pipelines::CreateManagedOrDefaultScriptableRenderPipelineAsset();
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}
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std::shared_ptr<const RenderPipelineAsset> ResolveRenderPipelineAssetOrDefault(
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std::shared_ptr<const RenderPipelineAsset> preferredAsset) {
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return preferredAsset != nullptr
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? std::move(preferredAsset)
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: CreateDefaultRenderPipelineAsset();
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}
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std::unique_ptr<RenderPipeline> CreateRenderPipelineOrDefault(
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const std::shared_ptr<const RenderPipelineAsset>& preferredAsset,
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std::shared_ptr<const RenderPipelineAsset>* outResolvedAsset) {
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const std::shared_ptr<const RenderPipelineAsset> resolvedAsset =
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ResolveRenderPipelineAssetOrDefault(preferredAsset);
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if (resolvedAsset != nullptr) {
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if (std::unique_ptr<RenderPipeline> pipeline =
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resolvedAsset->CreatePipeline()) {
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if (outResolvedAsset != nullptr) {
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*outResolvedAsset = resolvedAsset;
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}
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return pipeline;
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}
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}
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const std::shared_ptr<const RenderPipelineAsset> fallbackAsset =
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CreateDefaultRenderPipelineAsset();
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if (fallbackAsset != nullptr &&
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fallbackAsset != resolvedAsset) {
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if (std::unique_ptr<RenderPipeline> pipeline =
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fallbackAsset->CreatePipeline()) {
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if (outResolvedAsset != nullptr) {
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*outResolvedAsset = fallbackAsset;
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}
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return pipeline;
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}
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}
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if (outResolvedAsset != nullptr) {
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*outResolvedAsset =
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fallbackAsset != nullptr
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? fallbackAsset
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: resolvedAsset;
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}
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return std::make_unique<Pipelines::ScriptableRenderPipelineHost>();
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}
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} // namespace Internal
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} // namespace Rendering
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} // namespace XCEngine
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24
engine/src/Rendering/Internal/RenderPipelineFactory.h
Normal file
24
engine/src/Rendering/Internal/RenderPipelineFactory.h
Normal file
@@ -0,0 +1,24 @@
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#pragma once
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#include <memory>
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namespace XCEngine {
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namespace Rendering {
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class RenderPipeline;
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class RenderPipelineAsset;
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namespace Internal {
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std::shared_ptr<const RenderPipelineAsset> CreateDefaultRenderPipelineAsset();
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std::shared_ptr<const RenderPipelineAsset> ResolveRenderPipelineAssetOrDefault(
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std::shared_ptr<const RenderPipelineAsset> preferredAsset);
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std::unique_ptr<RenderPipeline> CreateRenderPipelineOrDefault(
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const std::shared_ptr<const RenderPipelineAsset>& preferredAsset,
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std::shared_ptr<const RenderPipelineAsset>* outResolvedAsset = nullptr);
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} // namespace Internal
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} // namespace Rendering
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} // namespace XCEngine
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@@ -421,6 +421,7 @@ public:
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struct MockPipelineAssetState {
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int createCalls = 0;
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int configureCameraFramePlanCalls = 0;
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bool createNullPipeline = false;
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std::shared_ptr<MockPipelineState> lastCreatedPipelineState;
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FinalColorSettings defaultFinalColorSettings = {};
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std::function<void(CameraFramePlan&)> configureCameraFramePlan = {};
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@@ -691,6 +692,11 @@ public:
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std::unique_ptr<RenderPipeline> CreatePipeline() const override {
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++m_state->createCalls;
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if (m_state->createNullPipeline) {
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m_state->lastCreatedPipelineState.reset();
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return nullptr;
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}
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m_state->lastCreatedPipelineState = std::make_shared<MockPipelineState>();
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return std::make_unique<MockPipeline>(m_state->lastCreatedPipelineState);
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}
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@@ -4281,6 +4287,35 @@ TEST(CameraRenderer_Test, DefaultPipelineAssetUsesManagedSelectionWhenPresent) {
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Pipelines::ClearManagedRenderPipelineAssetDescriptor();
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}
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TEST(CameraRenderer_Test, RebindsToResolvedDefaultAssetWhenPreferredAssetCannotCreatePipeline) {
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const Pipelines::ManagedRenderPipelineAssetDescriptor descriptor = {
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"GameScripts",
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"Gameplay",
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"ManagedRenderPipelineProbeAsset"
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};
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Pipelines::SetManagedRenderPipelineAssetDescriptor(descriptor);
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auto failingAssetState = std::make_shared<MockPipelineAssetState>();
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failingAssetState->createNullPipeline = true;
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CameraRenderer renderer(std::make_shared<MockPipelineAsset>(failingAssetState));
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EXPECT_EQ(failingAssetState->createCalls, 1);
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EXPECT_NE(renderer.GetPipeline(), nullptr);
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EXPECT_NE(
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dynamic_cast<Pipelines::ScriptableRenderPipelineHost*>(renderer.GetPipeline()),
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nullptr);
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auto* asset =
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dynamic_cast<const Pipelines::ManagedScriptableRenderPipelineAsset*>(
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renderer.GetPipelineAsset());
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ASSERT_NE(asset, nullptr);
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EXPECT_EQ(asset->GetDescriptor().assemblyName, "GameScripts");
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EXPECT_EQ(asset->GetDescriptor().namespaceName, "Gameplay");
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EXPECT_EQ(asset->GetDescriptor().className, "ManagedRenderPipelineProbeAsset");
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Pipelines::ClearManagedRenderPipelineAssetDescriptor();
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}
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TEST(SceneRenderer_Test, CreatesPipelineInstancesFromPipelineAssetsAndShutsDownReplacedPipelines) {
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Scene scene("SceneRendererAssetScene");
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